Get your own free workspace
View
 

Daggerspell Shaper

Page history last edited by kah 1 year, 4 months ago

Daggerspell ShaperDaggerspell Shaper 

Home > Classes > Prestige Classes > Daggerspell Shaper

 

Requirements

To qualify to become a daggerspell shaper, a character must fulfill all the following criteria.

Alignment: Any nonevil.

Skills: Concentration 8 ranks.

Feats: Weapon Focus (dagger), Two-Weapon Fighting.

Special: Wild shape class feature.

Special: Either sneak attack +1d6 or skirmish +1d6.

 

Class Skills

The daggerspell shaper’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

 

Skill Points at Each Level: 6 + Int modifier.

 

Class Features

All of the following are class features of the daggerspell shaper prestige class.

 

Hite Die: d6

 

Weapon and Armor Proficiency:

Daggerspell shapers gain no proficiency with any weapon or armor.

 

Daggercast (Ex):

Daggerspell shapers seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell shaper can cast a spell with somatic

and material components even when holding a dagger in each hand. If a daggerspell shaper holds anything other than a dagger, she must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally.  In addition, a daggerspell shaper can deliver a touch spell with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).

 

Wild Shape (Su):

A daggerspell shaper can change into a Small or Medium animal and back again, and can do so more often than most other characters with the wild shape ability. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per combined druid and daggerspell shaper level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had slept for one night..  Any gear worn or carried by the daggerspell shaper melds into the new form and becomes nonfunctional. When the daggerspell shaper reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the daggerspell shaper's feet.  The form chosen must be that of an animal the daggerspell shaper is familiar with.  A daggerspell shaper loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)  Levels of the daggerspell shaper prestige class stack with druid levels for the purpose of determining the maximum duration of the wild shape ability; they do not stack for any other purpose (such as the size and type of creature that a shaper can become).  A daggerspell shaper gains one additional daily use of her wild shape ability at 1st level, 5th level, and 10th level.  At 2nd level, a daggerspell shaper becomes able to use her wild shape ability to take the form of a Tiny animal.  At 4th level, she can use wild shape to take the form of a Large animal.

 
BAB Fort Ref Will Special
1 +0 +0 +2 +2 Daggercast, Wild Shape
2 +1 +0 +3 +3 Dagger Claws, +1 level of existing divine spellcasting class
3 +2 +1 +3 +3 Sneak Attack, +1 level of existing divine spellcasting class
4 +3 +1 +4 +4 +1 level of existing divine spellcasting class
5 +3 +1 +4 +4 +1 level of existing divine spellcasting class
6 +4 +2 +5 +5 +1 level of existing divine spellcasting class
7 +5 +2 +5 +5 Fast Wild Shape, +1 level of existing divine spellcasting class
8 +6 +2 +6 +6 Enhanced Wild Shape, +1 level of existing divine spellcasting class
9 +6 +3 +6 +6 +1 level of existing divine spellcasting class
10 +7 +3 +7 +7 Daggerspell Flurry, +1 level of existing divine spellcasting class

 

Dagger Claws (Su):

When a daggerspell shaper of 2nd level or higher uses wild shape, she adds any magical properties of daggers that she is holding in each hand into the natural attacks of her new form. The magic of a single dagger affects only the natural attacks made with the corresponding limb in the shaper’s animal form, not all her attacks. For example, a 2nd-level daggerspell shaper holding a +1 flaming dagger in one hand and a +2 keen dagger in the other hand transforms into a leopard.  The daggers affect the claw attacks of her new form as follows: One gains a +1 bonus on attack and damage

rolls and also gains the flaming special ability, and the other gains a +2 bonus on attack and damage rolls and also gains the keen special ability. If the assumed form does not have a claw or slam attack with a limb that corresponds to the druid’s natural limbs, this ability has no effect. The bonuses from this ability last for the duration of the wild shape effect. When a shaper uses this ability, her natural weapons in animal form overcome damage reduction exactly as do the daggers that she was holding when she transformed. In the example above, the shaper would be able to overcome a foe’s damage reduction as if both of her natural weapons were magic. 

 

Spells per Day/Spells Known:

Beginning at 2nd level, a daggerspell shaper gains new spells per day at each level (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a daggerspell shaper, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

 

Sneak Attack (Ex):

Beginning at 3rd level, a daggerspell shaper deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. The daggerspell shaper’s attack deals extra damage any time the  target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when flanking the target. Should the daggerspell shaper score a critical with a sneak attack, this extra damage is not multiplied.  Ranged attacks can count as sneak attacks only if the target is within 30 feet.  With a sap (blackjack) or an unarmed strike, a daggerspell shaper  can make a sneak attack that deals nonlethal damageinstead of lethal damage. A weapon that deals lethal damage cannot be used to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.  A daggerspell shaper can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The daggerspell shaper must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A daggerspell shaper cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. If a daggerspell shaper gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

 

Fast Wild Shape (Ex):

Starting at 7th level, a daggerspell shaper can use her wild shape ability as a move action rather than as a standard action.

 

Enhanced Wild Shape (Su):

Starting at 8th level, a daggerspell shaper can preserve the physical enhancements granted by her equipment even when in wild shape.  Whenever the shaper uses wild shape, she retains any enhancement bonuses to Strength, Dexterity, or Constitution granted by any equipment she wears, even if the equipment can’t be worn normally by her new form. 

 

Daggerspell Flurry (Ex):

A 10th-level daggerspell shaper can blend spellcasting with a flurry of dagger attacks. When using this ability, the shaper can quicken one spell as part of a full attack with her daggers. Doing this has no effect on the spell’s effective level. A daggerspell shaper must make at least one melee attack in any round in which she uses this ability, and she cannot make an attack with anything other than a dagger (although if a spell cast in conjunction with this ability requires an attack roll, she can still make the spell’s attack).  A daggerspell shaper can use this ability a number of times per day equal to her Dexterity bonus (minimum 1).

Comments (0)

You don't have permission to comment on this page.